Showing posts with label random chart. Show all posts
Showing posts with label random chart. Show all posts

Wednesday, March 27, 2013

World of Samardan: Random Character Name Generation...

Good Afternoon, Everyone:

As I've mentioned before, one of the goals I cited for this project was to use a naming language to create consistent names for the World of Samardan campaign setting. Pulling from the PDF article mentioned in the link I just provided, I came up with a set of random charts I believe I can use to create personal names as I detail the NPCs that populate the locales I'll be describing. Below are the basic tables:

Table: Random Proper Name Generation
d6Name Generation Method
1[Adjective]
2[Adjective]+[Adjective]
3[Adjective][Adjective]+[Noun]
4[Adjective]+[Noun]
5[Adjective]+[Noun]+[Noun]
6[Noun]+[Noun]

Table: Random Proper Name Adjectives
d66Adjective
11bamo ("flowering")
12bana ("raptor-like")
13bura ("bear-like")
14deva ("divine, holy")
15draka ("serpent-like")
16forta ("strong-willed")
21gata ("feline-like")
22gran ("famous")
23hada ("young")
24hiko ("laughing")
25hura ("free")
26kana ("wolf-like")
31kasa ("victorious")
32kina ("sharp")
33kudisa ("blessed, sacred")
34loba ("beloved")
35loga ("compassionate, kind")
36lusa ("shining")
41mal ("small")
42muda ("wise")
43mur ("bitter")
44nagan ("of war")
45peka ("strong")
46pod ("powerful")
51raga ("noble")
52rana ("manly")
53rapa ("swift")
54reka ("wealthy")
55sada ("happy")
56safa ("pure")
61sana ("protecting")
62sema ("first")
63smara ("bear-dog-like")
64suma ("devout, loyal")
65tama ("valuable, worthy")
66vira ("brave, valiant")

Table: Random Proper Name Nouns
d66Noun
11bal ("spear")
12bam ("flower")
13blad ("sword")
14dan ("earth")
15devi ("Gods")
16ganan ("mercenary, warrior")
21haran ("runner")
22hen ("son")
23kad ("arrow")
24kan ("wolf")
25keran ("steward")
26kusan ("diplomat")
31loban ("lover")
32logan ("healer")
33lus ("brightness, light")
34madan ("smith")
35mader ("forest, woods")
36minan ("leader")
41mit ("hammer")
42mot ("pearl")
43nakan ("maid")
44natan ("farmer")
45par ("gate")
46ragan ("ruler")
51ran ("man")
52rani ("people")
53sam ("battle, skirmish")
54sanan ("defender, protector")
55shand ("staff")
56sumaran ("honorable warrior")
61sunan ("giver")
62tor ("rock")
63tur ("stronghold")
64yaran ("counselor")
65yatan ("traveler, wanderer")
66yevan ("bearer")

You should be able to use this system to generate a lot of different names. For example, here are some common male and female names from the United States, translated by meaning into the Samardan tongue:

Table: Common Names Translated
English NameMeaningSamardan Name
Addison"Daughter of Adam (Man)" or "Earth"Rankahena or Dankahena
Alexander"Protector of Mankind"Ranikasanan
Andrew"Valiant"Vira
Anthony"Priceless, valuable"Tama
Ava"Blooming" or "Bird-like"Bamo or Bana
Avery"Counselor"Yaran
David"Beloved"Loba
Elijah"The Strong God"Pekadevi
Elizabeth"Consecrated to God"Devikudisa
Grace"Blessing"Kudisa
Isabella"Consecrated to God"Devikudisa
Jason"Healer"Logan
Lily"Flower"Bam
Madison"Mighty Warrior's Son"Sumaranhen
Mason"Stoneworker"Tormadan
Matthew"Gift of God"Devikasun
Mia"Bitter"Mura
Michael"Who is Like God" -> "Holy, divine"Deva
Noah"Wanderer"Yatan
Olivia"Kind One"Loga
Sophia"Wisdom"Muda
William"Valiant Protector"Virasanan

Female Names: Female names must always end in -a. If a generated name ends in a consonant, simply add the -a suffix. (Ex. "Yaran" -> "Yarana") If a female name ends in a vowel other than -a, add a suffix of -ba to the end of the name to signify femininity. (Ex. "Bamo" -> "Bamoba")

Male Names: Male names cannot end in -a. If a generated name ends in -a, change the -a ending to a -o, instead. (Ex. "Vira" -> "Viro") Alternately, you could try adding a -r to the end of the name, if it sounds better. (Ex. "Tama" -> "Tamar")

Full Names

In the World of Samardan, as in our own world, people are often known by more than just their proper name. I suspect that I'll end up sticking with the tried and true fantasy conventions for names:

Table: Full Name Format
d4Full Name Format
1First-Name (the) Nickname (or Nickname First-Name)
2First-Name (the) Occupation
3First-Name (of) Location
4Title First-Name (or First-Name (the) Title)

While you can use a naming language to create nicknames, occupations and certain titles (like Devalogan for "Holy-Healer"), most of the Planetary Romance literary sources doesn't really carry names out that far. Aside from a handful of noble titles, authors typically use English words in a majority of cases. When a true surname is desired, simply generate a second first name, modify for flavor and arrange to taste. For the most part, though, my efforts here will typically fall in the above patterns.

With that in mind, it's time to turn my attention to some forward motion on this project. It looks like I need to get organized, so I can tackle the rest of the campaign development with a stronger sense of focus and direction.

More Next Time,
Flynn

Wednesday, March 06, 2013

World of Samardan: Random "Planetary Romance" Place Name Chart...

Good Afternoon, Everyone:

As I start to put together the map, I realize that I will need to name all of these places. As befits locations set on a far off world, I don't want to use fantasy classics like "Oxbridge" or "Oakdale", that kind of thing. Instead, I really feel like I should aim for names that sound more like those from Planetary Romance source material. Here are some examples:

  • Barsoom (Edgar Rice Burroughs): Aaanothor, Amhor, Bantoom, Duhor, Gathol, Hastor, Helium, Jahar, Kadabra, Kamtol, Kaol, Kobol, Korvas, Lothar, Manator, Marentina, Morbus, Okar, Ombra, Panar, Pankor, Phundahl, Ptarth, Raxar, Thark, Thurd, Tjanath, Toonol, Torquas, U-Gor, Xanator, Zodonga, Zor.
  • Gor (John Norman): Anango, Ar, Cardonicus, Kassau, Ko-ro-ba, Laurius, Port Kar, Sardar, Schendi, Turmus, Tabor, Teletus, Thassa.
  • Green Star (Lin Carter): Ardha, Calidar, Kamadhong, Komar, Phaolon.
  • Kregen (Kenneth Bulmer under pseudonym Alan Burt Akers): Aduimbrev, Arkasson, Askinard, Benga Deste, Bormark, Can-thirda, Chem, Chersonang, Cherwangtung, Cyphren Sea, Delka Dwa, Delphond, Donengil, Erthyrdrin, Evir, Falinur, Felteraz, Flahi, Gansk, Havilfar, Hiclantung, Isteria, Jholaix, Klackadrin, Loh, Lome, Magdag, Mehzta, Memis, Menaham, Ng'groga, Pandahem, Panderk, Pattelonia, Pa Weinob, Perithia, Plicla, Pomdermam, Proconia, Rahartdrin, Sanurkazz, Segesthes, Thadelm, Therminsax, Tomboram, Turismond, Ullardrin, Undurkor, Valka, Valkanium, Vallia, Vandayha, Vindelka, Vulheim, Walfarg, Wyndhai, Xuntal, Yumapan, Zenicce, Zond, Zulfiria, Zullia, Zy.

These are not the only cities or countries mentioned in these series, nor are these the only series in the genre. These are simply the first ones I could grab from a quick online search. Looking them over, I can see a few trends that will impact the creation of place names.

Suffixes: You can see that some of the authors trended toward certain suffixes in the names of places in their settings. On Barsoom, the following appear common: -ar, -ator, -bra, -ol, -or, -thor and -tor. Gor only supports a trend for -us, while the few options from the Green Star series supports an -ar suffix. Kregen, the largest series with the largest selection of place names, shows a great range of diversity, and in terms of trends only offers us: -ahem, -an(g)tung, -drin, -lka, -ia and -ond. Reaching across authors, the following seems universally reinforced: -ahem, -an(g)tung, -ar, -ator, -bra, -dar, -drin, -ia, -ium, -kor, -lka, -ol, -ond, -or, -thor , -tor and -us.

Prefixes: Common prefixes are a little rarer. Barsoom offer Ka-, Pan- and maybe Th- and Z-. Neither Gor nor the Green Star series offers me any suggestions, while Kregen suggests the following common prefixes: Cher-, Pand-, Val- and maybe Zul-. Again, reaching across authors creates a slightly more comprehensive list: Ar-, Cher-, Del-, Kam-, Ka-, Ko-, Lo-, Pan-, Pand-, Tha-, Tur-, Valk-, Val-, Zo- and Zul-.

I imagine that I could easily mix and match common prefixes and suffixes, along with some random syllable in the middle, to come up with some appropriate place names that have a strong Planetary Romance feel to them. However, one of the goals here is to use a naming language to create a greater sense of consistency throughout the campaign setting. Toward that end, I've looked at articles on creating naming languages, particularly rassaku's series that starts with the observation "Why names in fantasy often suck", and continues through two more posts. These are a very good read, and I highly recommend them. My favorite article on the subject, though, is the one that started me on the concept of using naming languages. The original site to host it is temporarily unavailable, but the article itself is reproduced here in PDF: A Naming Language.

So, from the analysis I did before, I can create a table of root words that can be useful in creating Place Names. So long as the roots I choose have a feel that seems to fit the pattern, I should have a relatively easy go of creating appropriate Place Names. Toward that end, I've created the following table of place name roots and their meanings. These can be combined in sets of two or three, and then perhaps modified as needed, to create place names for the World of Samardan setting:

Table: Random Planetary Romance Place Names
d66Place Name Root
11balem ("valley")
12bar ("upper, greater")
13blen ("highland")
14del ("chasm, rift")
15digar ("hill")
16din ("mineral, stone")
21dren ("lumber, wood")
22dros ("estate, manor")
23gar ("mountain")
24grat ("township (walled)")
25ham ("homestead, residence")
26kam ("grasslands, meadow")
31kol ("mine, quarry")
32lium ("spire, tower")
33mader ("forest, woods")
34mak ("place, site")
35mal ("lower, lesser")
36mer ("moor, swamp")
41nat ("farm, plantation")
42nob ("new")
43pand ("water")
44par ("chokepoint, pass")
45pol ("field")
46por ("aerie, port")
51pul ("bridge")
52ram ("temple")
53rek ("rich, wealthy")
54sag ("dungeon, jail, prison")
55san ("defend, protect")
56sok ("height")
61sol ("citadel, fort (civilized)")
62thor ("hamlet, shire")
63tor ("rock")
64tur ("castle, palace")
65val ("village")
66valk ("fort (frontier/border), watch tower")

To use the table, I simply roll d66 twice, once for a prefix and once for a suffix, or three times (prefix-middle-suffix), if I feel like a longer name. If they don't sound good together, then I can always throw a random vowel or syllable between them, until it sounds right to me. Remember, this is intended to spark my imagination, not replace it.

So, here are some examples of place names I've created using this table:

  • Deval: Rolling a 14, followed by 65, I get Del + val ("chasm/rift" + "village"). Delval doesn't roll off the tongue when I repeat it to myself five times quickly, so I shorten it to Deval, which works better for me. Deval was once a small village overlooking a chasm, but has grown as its role and importance has increased over the years.
  • Nobium: Rolling d66 twice, I came up with 42, followed by a second roll of 32. This leads to Nob + liyum ("new" + "spire/tower"). Noblium is a little clunky on the tongue, so after saying it to myself five times fast, I decide to drop the "l" to get a more pronounceable result of Nobium. Lying on the outskirts of ancient ruins, Nobium ("new tower") is the settlement of the only major structure to have survived from days long ago, that of a tall arcology.
  • Pordel: I rolled 46, followed by 14, to come up with Por + del ("aerie/port" + "chasm/rift"). Pordel is a city known for the quality of its flying mounts, many of which roost along the chasm walls against which the city was built.
  • Thornat: I first generated a 62, followed by 41, to come up with Thor + nat ("hamlet/shire" + "farm/plantation"). Thornat was originally a small township that sprang up around a heavy agrarian locale, but has since grown into a large market city.
  • Torkobalem: This city derives from a roll of 63, followed by 11, to come up with Tor + balem ("rock" + "valley"). On a whim, I roll a third d66, and come up with kol ("mine/quarry). Putting it together in an what I think is an interesting way, I get Torkolbalem. Using the "repeat this to myself five times quickly" test, I find that the first "l" tends to drop out, so I rewrite it as Torkobalem. (Linguistic Note: I'm beginning to notice that phonemes that end in an "l" tend to lose the trailing "l" if they are not the last syllable of a word. That might need to become a rule somewhere.) Torkobalem is a city located in a region rich with valuable minerals. This sounds like a good candidate for the city that controls, or seeks to control, power crystals. (Power crystals provide the pseudo-scientific technology that explains the ray guns, flying machines and other elements we'll be adding to the setting as we go along.)

I think I lucked out this time around with the random chart creation. Out of five tries, I got five decent results. For me, that makes this table a success in terms of naming places. That will help out a lot as we choose names for various locations on the map. What do you think?

With Regards,
Flynn

Monday, February 04, 2013

Traveller Sandbox Game Mechanics: Random Encounters, Beta Quadrant...

Good Afternoon, All:

Before we dive into Random Encounter Tables for the Traveller Sandbox Experiment, I just wanted to take a moment to honor this as the 550th post of this blog. Given the average lifespan of gaming blogs, I take a small amount of personal pride in the fact that I've kept this going so long. Yes, I've faltered a few times over the years, but so far, I've always pulled myself back up and go back to writing. My thanks to those readers who have read and enjoyed the posts here. Honestly, it's the thought that you might find value in this sharing that drives my posting.

When I talk about Random Encounter Tables, I honestly tend to think specifically of the Random Patron Table on pg 81 of the Traveller core rulebook. The rest of the tables can remain, as they generate a classic Traveller experience, which I think is vital to the flavor of the rules. When deciding which table to use for determining random patrons, I would roll 1d6, and on a 4-6, I'd use the campaign-specific table, while on 1-3, I'd use the ones out of the book. That way, we get a nice mix of classic adventures and those specifically tailored to the setting, and we're not shoving the setting down the players' throats. You can adjust this to better fit your specific desires, if you wish.

Table: Setting Vs Core Table Selection
1d6Table Selection
1-3Use table from Core rules
4-6Use table from Beta Quadrant setting

In terms of content, you could design tables for each subsector, if you wanted to do that. While I might consider that over the long haul, I'd prefer to start with just a single table encompassing the setting. The Patron table is broken down in the core rules by specific categories, so I'll probably follow that same pattern as I make my selections for the setting table, too. Below are my thoughts on the Patron table:


Table: Random Patron Table (Beta Quadrant)
d66Patron
Criminal
11Koga Clan Assassin
12Loko Procurement Professional
13Holy Crusader of the Moldandan Universal Church
14Sadyra Syndicate Embezzler
15Mudhavan Privateer
16Brother of Sakari
Local Leader
21Outpost Director
22Settlement Administrator
23Colonial Governor
24System Overlord
25Jengu Medical Technician
26Tribal Leader
High Society
31Litha League Diplomatic Corp Representative
32Ksitigarbha Institute Regional Research Director
33University of Sutekh Professor
34Factor of Malsumis Agent
35Koyane Clan Daimyo
36Five Families Security Director
Commercial
41TransStar Interstellar Transport Captain
42Lutasas Trade Union (LTU) Trader
43Clan Emishi Trade Broker
44Five Families Executive Officer
45Sukesh Trade Alliance Representative
46Interstellar Bank of Abrakos (IBA) Financial Advisor
Spacer
51Rastrine Deep Space Prospector
52Ksitigarbha Institute Field Archivist
53Star Emperor's Navy Commander
54Explorer's Society Sanctioned Pilot
55Haligani Star Raider
56Star Admiral Mahmoud Pasha's Navy Officer
Unusual
61Thulian Pilgrim
62Koyane Shogunate Imperial Guard
63Tajimamori Researcher
64Asuran Bounty Hunter
65Avalon Commonwealth Merchant
66Heremod Unity Agent

I hope the above helps to stimulate setting-based adventure ideas in your head. I find them to be particularly inspiring for getting things into a Beta Quadrant mood, as it were. If I don't feel a particular entry is appropriate for the area, then I can always look at the original Patron table in the core rulebook, and go with that result instead.

With that done, I turn my eyes toward the next goal: a Beta Quadrant Rumor Table. Next time, I'll discuss thirty-six rumors that can fuel a campaign in the setting I've created here as part of my Traveller Sandbox Experiment.

Enjoy,
Flynn

Friday, February 01, 2013

Traveller Sandbox Game Mechanics: Homeworld Tables, Beta Quadrant...

Good Afternoon, All:

In creating additional game mechanics for the Traveller Sandbox Experiment, I wanted to provide a few tables to help players create characters based in the Beta Quadrant. The rules suggest that you pick a homeworld when creating your character. I'm going to create a few tables to help make that easier.

First, I am going to design homeworld tables based on subsectors, because that seems pretty easy for me. That way, the Referee can localize the origins of characters based on where the campaign is starting. In addition, I'm going to create a single table to choose the subsector table, in the event the Referee says a character can come from anywhere in Beta Quadrant. In fact, creating the Subsector Table should be pretty easy, so let's start there.

In order to weigh each of the subsectors in the Subsector Selection Table, I did some quick calculations to determine population totals per subsector. (Okay, the reality is that I have an application that does this for me, but that's beside the point.) I was able to determine the following total population figures: Gleti Subsector (11,126,755,870); Koyane Subsector (21,545,110,370); Litha Subsector (26,492,220,590) and Tabaldak Subsector (17,849,376,160). Looking at some very rough percentages, I came up with a table that looks like this:

Table: Subsector Selection
2d6Subsector Table
2-4Gleti Subsector Table
5-6Tabaldak Subsector Table
7-8Litha Subsector Table
9-12Koyane Subsector Table

I started thinking about the fact that I have all of this world data for Cultural Hubs, Resource Worlds, Exploration Sites and Interstellar Threats, and I realized that I can take advantage of the work I've already done if I create reasons for the player-characters to be attached to those sites. So, I decided to make sure that all of the worlds that are appropriate for raising children are covered in the list of Homeworld options. When I don't have enough options, I'll pull in some fairly generic Homeworld candidates to fill in the gaps.

Table: Gleti Subsector
2d6Homeworld
2Tefnut (Segin 2005 D410204-8)
3Qetesh (Segin 2003 C100348-B)
4Bastet (Segin 1908 C558534-5)
5Sutekh (Segin 1707 AADA846-B)
6Seshat (Segin 1907 B69A8A8-9)
7GLETI (Segin 2205 C664976-6)
8Abrakos (Segin 2108 A66879B-9)
9Jengu (Segin 2407 A79A89C-B Amber Zone)
10Nyame (Segin 2202 B887797-8)
11Zinsu (Segin 2308 A621533-B)
12Loko (Segin 2207 C69A316-B)

Table: Koyane Subsector
2d6Homeworld
2Fujin (Segin 3103 D410200-8 Amber Zone)
3Amida (Segin 2606 B8B7402-D Amber Zone)
4Idaten (Segin 2604 B610565-A)
5Jizo (Segin 2901 A7978AA-A Amber Zone)
6KANGITEN (Segin 3001 C664AFD-7 Amber Zone)
7KOYANE (Segin 2706 A5699EF-B Amber Zone)
8Suijin (Segin 2806 C688672-6)
9Prishiboro (Segin 2810 E596568-5)
10Chedenoman (Segin 3201 A300569-C)
11Kannon (Segin 2603 B410400-B Amber Zone)
12Mirasen (Segin 3201 3209 E540337-5)

Table: Litha Subsector
2d6Homeworld
2Pakhet (Segin 2111 C620300-B Amber Zone)
3Aseramachi (Segin 2214 C300678-8)
4Melody (Segin 2119 B767565-7)
5Beltane (Segin 2115 BA9A532-A)
6Ghandi (Segin 2113 BA67879-6 Amber Zone)
7Litha (Segin 2016 A7678A9-A Amber Zone)
8Mami Wata (Segin 2311 B784879-6 Amber Zone)
9Desa (Segin 2120 B561877-6)
10Mawu (Segin 2211 B520420-A)
11Sadyra (Segin 2319 C9B9300-9 Amber Zone)
12Mudhava (Segin 2414 E526330-6)

Table: Tabaldak Subsector
2d6Homeworld
2Mantis (Segin 2712 C500343-8)
3Gamab (Segin 2611 B410431-C)
4Mingert (Segin 2719 B410783-8)
5Malen (Segin 3018 C983773-5)
6Lutasas (Segin 3118 C759848-8)
7Tabaldak (Segin 2813 A6878CE-9 Amber Zone)
8Milamapar (Segin 3113 B569879-6 Amber Zone)
9Umikeo (Segin 2919 C969776-6)
10Tesla (Segin 2517 C685634-4)
11Onora (Segin 3011 B7A7523-B)
12Djinn (Segin 3212 C658311-9)

Obviously, not all of the possible homeworlds are included in the tables above. I've pulled the best worlds from those available (best, meaning we have data on them), and filled in gaps with Class B starports. The tables are generally weighted in preference of High Population worlds, followed by better starports, because that's where the traffic goes. Now, we have tables that will immerse characters into the setting, attaching them to worlds that are likely to be sources of adventure. Should characters in a gaming group find themselves sharing a common homeworld, then that's even better.

While my list of game mechanics to develop would have Patron Encounters next, I think it would be better to save those for a few posts. Instead, I'm going to focus next on the Random Encounter tables, followed by the Rumor tables. These should make it easier for me to create Patron Encounters that are relevant to the setting and to the results generated by these tables.

Enjoy,
Flynn

Wednesday, January 02, 2013

Traveller Sandbox: The Interstellar Threats Table...

Good Afternoon, All:

When we talk about the concept of Lairs in a science-fiction setting such as that described in Traveller, we really can't talk about local or planetary threats, because they have almost no impact once you leave high orbit. We need to talk in terms of Interstellar Threats, those threats that impact neighboring systems. It's hard to catalog all of the possibilities that exist in many Traveller Universes, but I will at least try to hit the most common elements in my efforts below.

Inspired by the Lair Natures table in An Echo Resounding, I offer the following table for determining Interstellar Threats. As always, please note that it contains what I believe to be common Traveller tropes for interstellar threats, based on character creation rules and other system elements found in the core rulebook. Your Traveller Universe may be different from mine regarding those underlying assumptions. As always, if you come across an entry that doesn't seem to fit your particular needs, please feel free to change it for your own personal setting.

Table: Interstellar Threats
d66Interstellar Threats
11Aggressive Privateers
12Alien Invaders
13Anti-Psi Cultists
14Aspiring Megalomaniac
15Border Outpost
16Criminal Haven
21Enemy Forces
22Escaped Prisoners
23Exiled Nobility
24Failing Colony
25Government Complex
26Gypsy Camp
31Hidden Evil
32Hostile Mutineers
33Interstellar Scavengers
34Life-Hating AI
35Mercenary Company
36Misjumped Aliens
41Offensive Military
42Opportunistic Traders
43Pirate Base
44Progenitor Cult
45Psi-Warrior Monastery
46Psionic Raiders
51Raider Compound
52Rebel Base
53Religious Zealots
54Rogue Squadron
55Secret Assassins
56Secret Facilities
61Slaver Compound
62Smuggler Port
63Space Cannibals
64Starship Hijackers
65Terrorist Camp
66Referee's Choice (Unusual Threat)

Using the table above, I generated an Interstellar Threat for four (one for each subsector) of the worlds we've selected to fill this role in the Beta Quadrant setting. Here's what I came up with:

For the world of Aseramachi (Segin 2214 C300678-8), I generated "Religious Zealots" as an Interstellar Threat. One of the individual governments on the balkanized world of Aseramachi is now a theocracy. For a little flavor, I'm going to call the kingdom Moldanda (based on the result of a random country name generator), and the state religion becomes the Moldandan Universal Church. Here's where I have some fun. Among the major tenets of this religion is that the Moldanda people have a divine right to all things not of their world, for the universe exists simply because the original people of Moldanda were given a divine calling to serve as the Chosen Protectors of the Iridium Chasm. Using technology purchased or stolen from elsewhere, the Moldandan Universal Church strike against interstellar trader visiting the worlds of the Litha League, as well as the majority of the worlds on the short Orvil-Heujava Main, taking what they need to survive and continue their sacred duty. The other city-states of Aseramachi turn a blind eye to Moldanda's activities out of fear of reprisals from Moldanda using stolen military weaponry.

I generated "Exiled Nobility" for Bastet (Segin 1908 C558534-5), and was immediately inspired to create a political scenario. An exiled noble, a former Stellar Admiral from neighboring Seshat, has befriended the local ruling family, and operates under the blessing of their sanctuary. In exchange for some of the Admiral's "earnings", the ruler of Bastet has used his off-world influence and the right of conquest to forge a naval squadron. With his forces, the Admiral launches precise strikes at Abrakos, Sutekh and a number of other worlds.

Looking at Daruma (Segin 2605 D7CA211-A Amber Zone), I came up with the result of "Secret Assassins". For a moment, I considered rerolling, and then I realized this was the Koyane Shogunate, where secret assassins could mean Space Ninjas! Given the low number of people dwelling on Daruma, I think it's safe to say that the Koga Clan are the only inhabitants of this world, protected by its insidious atmosphere. These covert mercenaries were once hired to perform many missions for the noble families during the rule of the Fujiwara Clan, but have fallen on hard times since the Emishi Faction gained control of the Shogunate. This has forced them to attack outlying communities and interstellar traders during the worst of times, reinforcing the criminal connotations given to them by the Emishi Faction media. In the Shogunate entertainment field, it is currently popular to portray powerful enemies of the heroes of holovid tales as having access to the Black Ships of the Koga Clan.

For the world of Djinn (Segin 3212 C658311-9), I rolled "Space Cannibals". I looked the world stats over, and thought about a medium-sized Garden world with nine thousand people on it. Why would they have a band of man-eating crazies striking out against ships in other systems when they have a Garden world to exploit? The lack of a taint in the atmosphere removed the thought of me stealing the Reavers concept from the Firefly/Serenity universe. With reluctance, I decided to roll again, and this time I generated the "Aspiring Megalomaniac" result. This suggests that the local warlord, having conquered the planetary settlement or colony based on Djinn, is now seeking to expand his territory to other worlds. He already has a significant interstellar Navy built up (due to the Naval and Scout bases present), and the Koyane Shogunate maintains a Consulate on the world. The Shogunate use their Consulate to secretly monitor the activity of polities further rimward, and fully intend to let Djinn serve as a buffer should the Heremod Unity from Delta Quadrant decide to expand coreward toward the Shogunate.

In my next post, I'll start writing up each of these worlds and creating some Encounter Scenarios. These posts will look a little different, but I think that they will add a lot to our ability to use the information for adventure creation once the game begins.

With Regards,
Flynn

Monday, December 17, 2012

Traveller Sandbox: The Exploration Site Challenges Table...

Good Afternoon, All:

All Exploration Sites must still possess their wealth after all this time, or they wouldn't be useful for purposes of gaming. Therefore, something must be standing guard over that valuable, or at least preventing people from exploiting it. It's hard to catalogue all of the possibilities that exist in many Traveller Universes, but I will at least try to hit the most common elements in my efforts below. The reason I decided to create a separate table for Exploration Site Challenges is because sites require more active interference, and so I aimed for more problems and complications on a personal level rather than on a world level.

Inspired by the Ruin Obstacles table in An Echo Resounding, I offer the following table for determining Exploration Site Challenges. As always, please note that it contains what I believe to be common Traveller tropes for exploration site challenges, based on character creation rules and other system elements found in the core rulebook. Your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

Table: Exploration Site Challenges
d66Exploration Site Challenges
11Alien Invaders
12Anti-Psi Cultists
13Bounty Hunters
14Cannibalistic Locals
15Crime Syndicate
16Dangerous Parasites
21Deadly Spies
22Dueling Rakes
23Enemy Terrorists
24Enigmatic Conspirators
25Feuding Families
26Fierce Predators
31Fleeing Traitors
32Game Wardens
33Government Interference
34Harsh Conditions
35Hidden Evil
36High Radiation
41Illegal Poachers
42Infected Mobs
43Life-Hating AI
44Living Planet
45Man-Eating Monsters
46Occupation Forces
51Progenitor Defenses
52Psionic Adepts
53Raiding Offworlders
54Ravenous Pests
55Religious Zealots
56Resistance Fighters
61Secret Assassins
62Sovereign Guardians
63Stealthy Saboteurs
64Unscrupulous Smugglers
65Vigilant Psi-Warriors
66Referee's Choice (Something Unusual)

Using the table above, I generated an Exploration Site Challenge for each of the three Exploration Sites we're using as examples. Here's what I came up with:

For Mudhava (Segin 2414 E526330-6), I rolled "Stealthy Saboteurs". Our exploration site was a Pirate Base, and is valued by patrons for the Scientific Research found within it. Adding saboteurs into the mix works in this instance. One of the biggest challenges that adventuring PCs will face in exploring this site will likely be rivals from among the surviving members of the original corsair band. They cannot find the treasure they believe is in the base, and thus they will sabotage the efforts of any other treasure hunters, hoping to keep them from obtaining the valuables hidden within the base. There's probably a lot of traps and ambushes, etc., that will plague explorers. This reminds me of a kobold warren in fantasy games, so this scenario works for me.

I generated "Dangerous Parasites" for Prishiboro (Segin 2810 E596568-5). As a reminder, our exploration site was a Wartorn City, and is valued by patrons for the Sacred Reliquary found within it. This could be lots of fun, as my initial idea reminds me a lot of the scenario from the movie Aliens. There are nests of these creatures throughout the ruins, and they tend to enrage any creature that they infest. This lets me add in some flavor from the movie Cujo, too. Oh, yes, this will definitely be run as a horror scenario.

Rolling for Tajimamori (Segin 2608 X410244-8 Red Zone) produced a result of "High Radiation". In this particular case, our exploration site was a Secret Base, and is valued by patrons for the Treasure Map found within it, with the added complication that there are Electronic Disruptions occurring in the system. This particular hazard creates another challenge for explorers, particularly if I put in situations that threaten to compromise suit integrity in addition to electronics complications. This is a situation where the environment is the enemy, more than anything else. (There will definitely be other challenges, too, but the big one will be the environment.) The flavor is distinct from our first two examples, so I'm good with how this has come together.

In our next post, I'll put all of this together into some world write-ups, then we can move into the next stage of the Traveller campaign setting development process: Lairs! Oh, yes, we're going to have a lot of fun with the active antagonists that will rear their ugly heads in that section of the development.

With Regards,
Flynn

Friday, December 14, 2012

Traveller Sandbox: The Exploration Site Traits Table...

Good Afternoon, Fellow Travellers:

In order for an Exploration Site to be useful in terms of gaming, it must have something of value that attracts attention from patrons, who will then hire the player-characters to recover that valuable thing. In many Traveller Universes, these valuables are often Ancient artifacts, weapons, starships or information. I like all of those, but I also think there are other items of value that could draw the attention of a patron or even a player-character.

Inspired by the Ruin Traits table in An Echo Resounding, I offer the following table for determining Exploration Site Traits. As always, please note that it contains what I believe are common Traveller tropes for exploration site traits, based on character creation rules and other system elements found in the core rulebook. Your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

Table: Exploration Site Traits
d66Exploration Site Trait
11Abandoned Equipment
12Advanced Technology
13Ancient Artifacts
14Artificial Intelligence
15Biomedical Technology
16Communication Tower
21Damning Evidence
22Deserted Facility
23Diaspora Relics
24Exotic Livestock
25Experimental Equipment
26Hidden Treasures
31Imprisoned Aliens
32Inspiring Artwork
33Legal Documents
34Life Support Systems
35Lost Heirs
36Luxury Goods
41Military Equipment
42Military Records
43Operational Battlestation
44Power Source
45Psionic Techniques
46Rich Resources
51Sacred Reliquary
52Scientific Research
53Survival Cache
54Symbol of Sovereignty
55Top Secret Reports
56Treasure Map
61Unclaimed Spaceport
62Unusual Starship
63Useful Location
64Weapons Cache
65Willing Recruits
66Referee's Choice (Unusual Valuable)

Using the table above, I generated three site traits, one each for the three Exploration Sites we're using as examples. Here's what I came up with:

For Mudhava (Segin 2414 E526330-6), I rolled "Scientific Research". This may seem a little strange on a Pirate Base, but let's see what we can come up with. Perhaps the leader of the Pirate community held a strong desire for a cure to a rare but lethal disease found on a number of the frontier worlds of Beta Quadrant, and actually supported localized medical research through raiding nearby worlds in order to get that cure. Although the Pirate Commander never announced success before his death, rumors abound that his researchers had come very close to a cure before their untimely death. Patrons will likely seek characters out in order to raid the Pirate Base site for the Scientific Research that the scientists had gathered.

I generated "Power Source" for Prishiboro (Segin 2810 E596568-5). At TL 5, I'm not sure that's going to be a good choice, so I roll again and get "Sacred Reliquary". Suddenly, I've got pictures in my head of Izanagi (now known as Prishiboro) being the origin of the religious cult that wiped out the psionicists on Koyane. Perhaps it was the loss of their homeworld and the sacred reliquary that motivated them to move against their psionic overlords. Patrons could easily hire characters to penetrate the depths of the city lying in ruins, hoping to seek out the sacred relics and return them to the patron. And on top of that, I've got more history for the Koyane Shogunate. Excellent!

Looking at Tajimamori (Segin 2608 X410244-8 Red Zone), I came up with "Life Support System". Okay, so we've got a Secret Base generating Electronics Disruption, and the trait about the site that makes it valuable to a patron is its Life Support System. Nah, I don't like it, so I reroll and get "Treasure Map." This is more like it! Since one might think that the advanced technology being developed at the Secret Base would be a patron's goal, let's now assume that the site, upon discovery, has been moved. Perhaps there's records that indicate where the tech has been moved to, or perhaps it isn't secret weapon technology after all, but it's research into teleportation or something like that, and the map shows where the facility's personnel have gone. The equipment left behind continues to generate the disruptions... Oh, this could go on for quite a bit. I like this result, as it gets my blood pumping with neat ideas. After a little thought, I decide that the Secret Base is researching a Progenitor portal device that opens wormholes to distant locations, like a Stargate or a Sherman Ring. Activating it has caused some torsion of the local space-time continuum, which is the source of the Electronics Disruption. One of the items used to attempt to activate it is a Progenitor star chart hologram that demonstrates vast sections of space, and several patrons want it bad for their own nefarious purposes. This carries a hint of the Zhodani Core Expedition star map artifact, so it appeals to my "Inner Traveller Canonista".

More fun is coming together behind the scenes with these details, which in turn inspires me in creating world write-ups. Still, we are not done yet. We still have one more substep in this process to go: Exploration Site Challenges. Next post, we look at these Challenges and see where that takes us.

With Regards,
Flynn

Wednesday, December 12, 2012

Traveller Sandbox: The Exploration Site Origins Table...

Good Afternoon, All:

Every exploration site was created for a reason. In the published Traveller Universe and those inspired by it, the mysterious sites that the players get to explore are often created by sentient beings, either recently or in the great and distant past (generally speaking, the Ancients). On other occasions, they are natural structures such as cave systems that have been exploited by sentient beings for a given purpose. Aside from extensive animal lairs, I agree with that concept.

With a nod to the Ruin Natures table in An Echo Resounding, I offer the following table for determining Exploration Site Origins. Please note that it contains what I believe are common Traveller tropes for exploration site origins, based on character creation rules and other system elements found in the core rulebook, but your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

Table: Exploration Site Origins
d66Exploration Site Origin
11Abandoned Colony
12Ancient Site
13Animal Lair
14Arcology
15Asteroid Ship
16Cavern System
21Communication Center
22Corporate Headquarters
23Crashed Starship
24Foreign Consulate
25Frontier Outpost
26Government Facility
31Isolated Spaceport
32Medical Center
33Mining Colony
34Naval Base
35Noble Estate
36Outlying Settlement
41Pirate Base
42Planetary Defense Silo
43Prison Complex
44Psionic Institute
45Religious Temple
46Research Facility
51Scout Base
52Secret Base
53Space Station
54Temporary Encampment
55Terraforming Plant
56Tourist Resort
61Trading Post
62Training Center
63University Campus
64Wartorn City
65Wildlife Preserve
66Referee's Option (Unusual Site)

Using the table above, I generated three possible site origins, one each for the three Exploration Sites we're using as examples. (One of these is a Red Zone, so we can use that table, too.) Here are the three worlds I've chosen to explore:

Mudhava (Segin 2414 E526330-6): Starport Class E (Frontier); Medium (Low-G); Very Thin (Tainted); Wet World; Low Pop (9,000); Self-perpetuating Oligarchy; No Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Non-aligned.

Prishiboro (Segin 2810 E596568-5): Starport Class E (Frontier); Medium (Low-G); Dense (Tainted); Wet World; Mod Pop (200,000); Colony/Captive World; High Law; Industrial Tech. No Bases. Trade Codes: Agricultural World, Garden World, Low Tech and Non-Industrial World. Jengu Alliance.

Tajimamori (Segin 2608 X410244-8 Red Zone): Starport Class X (Interdicted); Medium (Low-G); Trace; Desert World; Low Pop (300); Representative Democracy; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Koyane Shogunate.

When considering Mudhava (Segin 2414 E526330-6), I generated "Pirate Base". Okay, we have a noble family reigning over nine thousand people, with no true laws in place regarding offworlders, at least. Perhaps the only way they survive as a colony is through trading with pirates. Although there are no bases in the UWP, I may go back and add a Pirate Base to represent the use of this system as a port of call for pirates, given their status here. A pirate base provides a great source for adventures and exploration, due to the accumulated treasures of starships and outlying colonies that could be help in storage here. Perhaps a collector could hire the party to recover a stolen item... hmmm, the seeds are already coming to me. Heck, this even suggests a nice background detail: Among interstellar pirates, Mudhava is known colloquially as "Mud Haven."

For the garden world of Prishiboro (Segin 2810 E596568-5), I rolled "Wartorn City". Noting that Prishiboro has a Government code of 6 (Colony/Captured World), this fit perfectly with the concept that perhaps this planet has recently changed hands from the Koyane Shogunate to the Jengu Alliance during the most recent war between these two polities. My imagination ran with that idea: The world of Izanagi originally belonged to the Koyane Shogunate, but after capture during the Jengu-Koyane War (or whatever I call it later), it was renamed as Prishiboro by the Jengu Alliance. (Both names come from a primary god of their pantheon, and each lost their wife, though by different means. It seemed a nice tie-in to use the two names in conjunction.) The system originally had a much larger population and a better starport, but after a planetary bombardment by the Jengu fleet, the best places to land a ship are now abandoned parking lots. The primary city was destroyed, but the ruins of the city are now scavenged by survivors of the planetary assault as well as off-world raiders. I'll likely need a good MacGuffin to bring player-characters to this world, but the opportunities for exploration look pretty good, just on this small bit alone.

For the desert planet of Tajimamori (Segin 2608 X410244-8 Red Zone), I came up with an Exploration Site Origin of "Secret Base". Because it's a Red Zone, I also came up with a reason for that status, which turned out to be "Electronics Disruption". (Okay, originally, I rolled "Wildlife Preserve" but that didn't fit the UWP.) Now I can combine those two, and come up with an idea like the following: Travel inside the system of Tajimamori is dangerous due to unusual electromagnetic-gravitic interference that disrupts unshielded and even poorly-shielded electronic systems. While the Koyane Shogunate claim that it is due to a natural phenomenon, the truth is that the system is actually a secret military base researching weapon technology, which is generating the interference. Ah, the joys of exploring a secret military base in search of advanced weapon technology brings a cackle to my lips... I mean, it prompts interest in writing a cool adventure or two for future player-characters in this setting.

Already, these three worlds are shaping up for some very interesting opportunities for exploration, but we're not done yet. We still have two more sub-steps in this process to go: Exploration Site Traits and Challenges. Next post, we look at Traits and see where that takes us.

With Regards,
Flynn

Friday, December 07, 2012

Traveller Sandbox: The Red Zone Reason Table...

Good Afternoon, All:

In any Traveller campaign, some worlds are denoted as having Red Zone status. Whatever the reason behind that status might be, you can bet that Referees can use it to create interesting adventures, and player-characters can find some excuse to visit the place just to see what's there. In order to assist the weary Referee, I've provided the following Red Zone Reason table to help provide playable explanations for this particular status code. As always, your Traveller Universe may be different from mine regarding certain underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

Table: Red Zone Reason
d66Red Zone Reason
11Astrogation Hazard
12Automated Defenses
13Cultural Study
14Dangerous Parasites
15Displaced Species
16Electronics Disruption
21Extreme Gravity
22High Radiation
23Infectious Cannibals
24Jumpspace Rupture
25Life-Hating AI
26Local War
31Man-Eating Monsters
32Military Stronghold
33Naval Shipyards
34Political Prisoners
35Power-Draining Predators
36Primitive Species Preservation
41Progenitor Site
42Psionic Wildlife
43Psionics Institute
44Ravenous Pests
45Religious Fanaticism
46Research Station
51Secret Project
52Sovereign Estates
53Space Creatures
54Terraforming Failure
55Trade Embargo
56Treaty Clause
61Unexploited Reserves
62Virulent Pandemic
63Weapon Testing
64Wildlife Preserve
65Xenophobic Elder Race
66Referee's Choice (Something Unusual)

Wow! That took longer to put together than I thought. I hope it helps, though. I know I'll be using it in future posts here, as well as for my Traveller campaigns in general.

Enjoy,
Flynn

Friday, November 30, 2012

Traveller Sandbox: System Challenges and Resource Worlds...

Good Afternoon, All:

As I've noted previously, in any Traveller campaign, no major system exists without some kind of obstacle or challenge facing its citizens, and more importantly, visitors to that star system. In this sub-step to creating Resource Worlds for our Traveller Sandbox Experiment, we will set about to create a System Challenge for each of these worlds. While An Echo Resounding utilizes a different Obstacles table for Resource and Cities, in reviewing the differences and thinking about it a bit, I don't really see a good reason to use a different table in this setting. With that in mind, I'm going to stick with the System Challenges Table I created earlier, and let's see how this works out for us.

For Jizo (Segin 2901 A7978AA-A Amber Zone), I came up with "Alien Invasion". While I could create an army of alien invaders in their interstellar flotillas surrounding this world, Jizo is ultimately the "Biggest Library in Beta Quadrant". Perhaps a race of knowledge-seeking aliens have become so enamored with the collection of data that they have practically taken the planet by storm. I believe that I will go back and determine if any of the worlds in Beta Quadrant are homeworlds to an alien species. If so, they just became scholars, because I picture them swarming to Jizo in droves. The primary route from that system to Jizo would become filled with encounters with this information masters. Also, I could play around with their purpose for acquiring this information. Yes, I think this will work nicely for providing adventure material.

The world of Nyame (Segin 2202 B887797-8) is filled with "Rampant Xenophobia". Since the Cultural Hub of Jengu, another world with a medical bent, already has "Rampant Xenophobia", I think it would help the setting if I chose something else. Grabbing the dice again, I rolled "Class Hatred". Now we're getting somewhere. Nyame now has a Caste-based culture, where Social Standing is significantly important in one's daily interactions. Characters with Social Standing scores more than two apart can't interact socially without causing problems for both characters. In addition, the Castes despise each other, with the differences intensifying the further apart the Castes' Social Standings are. I like this, as it gives me a space to explore interpersonal conflicts and exaggerate the significance in having different Social Standings.

For Umikeo (Segin 2919 C969776-6), I generated "Secret Society". Umikeo is a balkanized world, so the thought occurs to me that it might be interesting if there's a Secret Society, a "New World Order" of sorts, that attempts to exert control over the world's various governments, essentially becoming a secret ruling oligarchy over the planet. These secret rulers are extremely resistant to changes from external sources, and have enough control to make life hard for any offworlder that tries to upset their well-balanced apple cart.

Next time around, I'll combine these sub-elements together into three world write-ups, and then I can move on the next major step in setting development: Exploration Sites. Now, I may also throw in some thoughts on alien races and their homeworlds, but it depends on the number of alien species as to whether this is a footnote or a complete post of its own.

More Later,
Flynn

Wednesday, November 28, 2012

Traveller Sandbox: The System Resources Table...

Good Afternoon, All:

In any Traveller campaign, some worlds are known for their resources. While other systems possess resources of a similar nature, these Resource worlds have a great abundance or proliferation of a specific resource. As such, these worlds are often coveted by interstellar polities for the goods and services they provide as a result of their natural resources.

With a nod to the Resource Types table in An Echo Resounding, I offer the following table for determining System Resources. As always, I've included what I believe are common Traveller tropes for system resources, based on various elements found in the core rulebook. However, your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

The usual disclaimers exist here: Some results require specific Trade Codes in order to fit the world in question, while others cannot exist on worlds with certain Trade Codes. Likewise, some require the presence of a specific type of base or starport, or perhaps the lack thereof. Ultimately, if you feel the description doesn't fit the UWP, then feel free to generate another System Resources result.

Table: System Resources
d66System Resources
11Advanced Electronics
12Advanced Gravitics
13Agroproducts
14Anagathics
15Biochemicals
16Cloning Facilities
21Computers
22Consumable Products
23Crystals and Gems
24Cybernetics
25Defense Systems
26Energy Production
31Information Archives
32Interstellar Shipyards
33Live Animals
34Luxury Consumables
35Luxury Goods
36Machine Parts
41Manufactured Goods
42Medical Supplies
43Petrochemicals
44Pharmaceuticals
45Planetary Vehicles
46Polymers
51Precious Metals
52Radioactive Materials
53Rare Ores and Metals
54Recreational Intoxicants
55Robotics
56Servants (Or Slaves)
61Spices
62Terraforming Equipment
63Textiles
64Weapons Manufacturing
65Wood/Timber
66Referee's Option (Exotics)

Now, I need to come up with three systems to detail using this table. From our intial list in the previous post, I'm going to select the following three worlds for development as examples:

Jizo (Segin 2901 A7978AA-A Amber Zone): Jizo is a large world, having a diameter of roughly 11200km. Jizo has a dense nitrogen-oxygen atmosphere that bears a taint that requires the use of a filter mask. The surface of Jizo is roughly 66%–75% surface water (or similar fluid), similar to that of Terra. Jizo has a general population of 900,000,000 local residents. The people of Jizo are governed by a charismatic dictator. Visitors will find that Jizo is extremely oppressive and restrictive, with little or no personal freedom granted to the general public. Jizo has an excellent Class A starport, with extensive shipyards capable of constructing new starships and overhaul existing vessels. Jizo has Early Stellar technology, with stable Jump technology that opens up nearby star systems. Important installations and facilities on Jizo include a Naval Base, a Scout Base and a Consulate. Jizo has been designated as an Amber Zone by the Explorer's Society. Travellers should exercise caution in any dealings or activities involving this world.

Nyame (Segin 2202 B887797-8): Nyame is a large world, having a diameter of roughly 12800km. Nyame has a dense nitrogen-oxygen atmosphere that is otherwise perfectly breathable. The surface of Nyame is roughly 66%–75% surface water (or similar fluid), similar to that of Terra. Nyame has a general population of 80,000,000 local residents. The people of Nyame are governed by an impersonal bureaucracy. Visitors may find Nyame moderately restrictive, as most personal firearms are regulated or restricted by local authorities. Nyame has a good Class B starport, with shipyards capable of constructing new spaceships and overhaul existing vessels. Nyame has Pre-Stellar technology, with the ability to reach other worlds in the same star system, although terraforming or full colonization are not within the culture’s capacity. Important installations and facilities on Nyame include a Naval Base and a Scout Base.

Umikeo (Segin 2919 C969776-6): Umikeo is a large world, having a diameter of roughly 14400km. Umikeo has a standard nitrogen-oxygen atmosphere comparable to that of Terra. The surface of Umikeo is roughly 66%–75% surface water (or similar fluid), which qualifies it as a Water world. Umikeo has a general population of 40,000,000 local residents. The world of Umikeo is balkanized, with several local factions or regional governments controlling a portion of the world's resources and population. Visitors may find Umikeo moderately restrictive, as most personal firearms are regulated or restricted by local authorities. Umikeo has a routine Class C starport, with limited shipyards capable of performing major repairs. Umikeo has Industrial technology, including the development of fission power and more advanced computing.

For Jizo (Segin 2901 A7978AA-A Amber Zone), I generated "Information Archives". This immediately conjures mental images of Isaac Asimov's Foundation series, and I consider a "galactic library" of some sort. Borrowing a little in concept from Asimov's great works and taking some extreme liberties, perhaps the world was settled by a group of pseudo-scientific survivalists who feels that the galaxy will erupt into chaos and warfare in the near future, based on the calculations of the first colonial leader. In order to protect their offspring, the settlers of Jizo founded the Ksitigarbha Institute to preserve the technical and historical knowledge they felt would be lost in the coming interstellar apocalypse. Although the event never came to pass, the Ksitigarbha Institute is now the greatest repository of knowledge and information in Beta Quadrant. (Oh, this also gives me the chance to create a Librarian-Explorer career path, so characters can be adventurers akin to the Librarian.)

With Nyame (Segin 2202 B887797-8), I rolled "Interstellar Shipyards". Given that neither the Tech Level nor the Starport of this world supports that Resource, I decided to generate another entry: "Anagathics." While the Tech Level for Nyame does not support anagathics (which require TL15 to manufacture synthetically), I can always assume that a plant native to Nyame produces a natural anagathic, which I'll call the Zumbi plant. Being a natural source of anagathics, the Zumbi plant is highly prized. However, it only grows in one region of one planet, and does not survive transplantation elsewhere. Thus, the world of Nyame is highly prized in interstellar society.

For Umikeo (Segin 2919 C969776-6), I generated "Cybernetics", which does not fit the Tech Level of this world. A second roll came up with "Radioactive Materials", which lends itself to the thought that Umikeo is a world rich in fissionable materials. Although this isn't as much of a problem with higher tech worlds, most systems require fissionable material to produce energy. That demand makes Umikeo a viable resource, and highly desirable by interstellar polities, including the Chimalmat Group and Heremod Unity to rimward in Delta Quadrant, as well as the major polities of Beta Quadrant.

The second sub-step for creating Resource Worlds is to determine the System Challenges that the players will have to address when they set about operating on these worlds. We'll attack that with our next post, and then we should be able to wrap this step up and move on to Exploration Sites, the "dungeons" or "ruins" of an interstellar Sci-Fi sandbox.

With Regards,
Flynn

Monday, November 19, 2012

Traveller Sandbox: The System Challenges Table...

Good Afternoon, All:

In any Traveller campaign, no major system exists without some kind of obstacle or challenge facing its citizens, and more importantly, visitors to that star system. In identifying at least one obstacle for any given star system, the Referee continues to create an impression of the system that makes it stand out in the players' minds over the course of the campaign. In addition, knowing the challenges present in a given system also gives us inspiration for potential adventure opportunities, which encourages more entertaining gaming for our gamers.

With a nod to the City and Town Obstacles table in An Echo Resounding, I offer the following table for determining System Challenges. As before, I've included what I believe are common Traveller tropes for system functions, based on character creation rules and world generation system elements. However, your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

The usual disclaimers exist here: Some results require specific Trade Codes in order to fit the world in question, while others cannot exist on worlds with certain Trade Codes. Likewise, some require the presence of a specific type of base or starport, or perhaps the lack thereof. Ultimately, if you feel the description doesn't fit the UWP, then feel free to generate another System Function.

Table: System Challenges
d66System Challenges
11Alien Invasion
12Angry Rioters
13Class Hatred
14Code Duello
15Corporate Interests
16Corrupt Leadership
21Crime Syndicate
22Crushed Spirits
23Destructive Customs
24Diplomatic Tensions
25Displaced People
26Divisive Factions
31Enemy Terrorists
32Enigmatic Conspiracy
33Excessive Taxes
34Extreme Censorship
35Food Shortages
36Gathering Refugees
41Global Epidemic
42Hidden Evil
43Homeless Poor
44Industrial Mishap
45Inter-Species Feuding
46Invasive Psionics
51Natural Disasters
52Overly Aggressive Military
53Pirate Haven
54Raiding Offworlders
55Rampant Xenophobia
56Religious Zealots
61Resistance Fighters
62Secret Society
63Spy Network
64Unscrupulous Merchants
65Varmint Infestation
66Referee's Option (Unusual Obstacles)

Using the table above, I generated three possible System Challenges, one each for the three cultural hubs we have been using as examples.

For Jengu (2407 A79A89C-B Amber Zone), I rolled "Rampant Xenophobia". This is an interesting twist. Here's a star system based on a secret society devoted to healing and medicine, whose entire economy is based on the health industry, and yet a lot of the local population experience xenophobia. A holdover from the days of their foundation, many Jengu citizens were raised with the belief that offworlders do not understand their society and will even persecute Jengu given the chance, so the Jengu citizenry are taught by the world government that offworlders mean them harm and can never be trusted.

Interestingly, I generated "Invasive Psionics" for Koyane (2706 A5699EF-B Amber Zone). Relating this back to the Psionic Freedom Fighters concept, perhaps the world of Koyane has become psionophobic. While the use of psionics is not what's invasive in this interpretation, the sheer cultural paranoia about psionics is. Any unexplained situation, serendipitous success or similar occurrence could spark a "witch hunt" mentality as the "victim" accuses the unsuspecting offworlder of being a psionic.

I first generated "Pirate Haven" for Sutekh (1707 AADA846-B). I'm not that fond of a world known for academia being seen as a haven for pirates, so I chose to generate another entry here. This tim, I came up with "Natural Disasters." Now, I'm getting some great ideas. Perhaps Sutekh is going through an Ice Age of sorts, or better yet, the planet's tectonics have become unstable. Yes, that sounds good. Scientists predict that the recent increase in natural disasters within the last century are a precursor to a dramatic global event that will dramatically change the face of the planet. Skeptics denounce the cataclysmic predictions of the scientific community, claiming that the disasters are part of a minor geologic cycle and nothing more. Basically, the Referee can insert the plot of every bad SyFy Channel end-of-the-world disaster flick here.

With this step, the Cultural Hubs section is pretty much complete. I'll follow this post up with a formal write-up of the three worlds in question, and then we'll move on to designating Resource worlds. Given that this setting is likely to have a military aspect to it, these should be very interesting, indeed.

With Regards,
Flynn

Friday, November 16, 2012

Traveller Sandbox: The System Function Table...

Good Afternoon, All:

In any Traveller campaign, any major system should be known for something it does, some function that it fulfills in interstellar society. Identifying that core function helps Referees to paint a picture of the system that makes it stand out in the players' minds over the course of the campaign. Remember, we're building a setting we can game in, and so the focus for this exercise lies in creating elements we can later use in our sessions to promote adventuring opportunities for our gamers.

With a nod to the City and Town Activities table in An Echo Resounding, I offer the following table for determining System Function. As before, I've included what I believe are common Traveller tropes for system functions, based on character creation rules and world generation system elements. However, your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

In addition, some results require specific Trade Codes in order to fit the world in question, while others cannot exist on worlds with certain Trade Codes. Likewise, some require the presence of a specific type of base or starport, or perhaps the lack thereof. Ultimately, if you feel the description doesn't fit the UWP, then feel free to generate another System Function.

Table: System Function
d66System Function
11Academic Institute
12Advanced Scientific Research
13Agricultural Producer
14Anti-Piracy Efforts
15Architecture and Civil Engineering
16Banking and Finance
21Center of Diplomacy
22Civilian/Military Vehicle Production
23Communication/Information Hub
24Computer/Robotics Production
25Displaced People Reservations
26Espionage and Security
31Exceptional Artisans
32Freedom of Religion
33Heavy Industry
34Hive of Corruption
35Martial Ethos
36Media and Journalism
41Medicine and Biotechnology
42Militant State
43Mutual Defense Policy
44Personal Services
45Prison Planet
46Psionic Services
51Rare Resources
52Regional Capitol
53Starship Production
54Strong Cultural Identity
55Strong Polity Identity
56Strong System Identity
61Tourism
62Transportation Services
63Vigorous Trade
64Weapons Manufacturing
65World Corporation
66Referee's Option (Unusual Exports)

Using the table above, I generated three possible System Origins, one each for the three cultural hubs we're using as examples.

For Jengu (2407 A79A89C-B Amber Zone), I generated "Hive of Corruption". That doesn't fit with a Law Level of 12, so I rolled again to get "World Corporation". I interpret this to indicate that the world of Jengu is now at the mercy of a world-wide corporation, or even multiple ones. Given that the government form is impersonal bureaucracy, I'm inclined to use the multiple world-corporations concept. Given Jengu's foundation as the haven for a secret society devoted to a non-traditional approach to medicine and healing, perhaps the bulk of these corporations grew in support of that philosophy. Here's a world where health and medicine are of significant importance, from the underlying culture to the current economy.

Koyane (2706 A5699EF-B Amber Zone) received the result of "Personal Services". This normally reflects classic service industries, such as barbers, caring for children or the elderly, funeral arrangements, etc. In a world descended from Japanese culture, which an extremely high Law Level, it makes sense that a structured society based on politeness and enforced courtesy would evolve. This places an emphasis on the role of personal services, because the high level of social protocols requires a high level of customer service. This would make Koyane a great world for the training of personal servants, diplomats and courtesans, among other things. From a gaming perspective, it also creates situations where polite characters are rewarded, and impolite characters are arrested and punished severely, almost out of proportion to the nature of the crime.

I generated "Advanced Scientific Research" for Sutekh (1707 AADA846-B). Given that we discussed the concept of corporate research and development being an emphasis for Sutekh in the alternate origin story, we can salvage some of that here. In addition to growing as a center for interstellar trade, corporate interests began locating their R&D divisions on Sutekh proper. The world rapidly developed an infrastructure to support the advances that had been brought forth, producing an environment that continues to support advanced and applied scientific research. The University of Sutekh is known throughout the Beta Quadrant for the quality of their science departments.

Our final secondary step in developing Cultural Hubs for the Beta Quadrant setting is to determine the system's primary challenge. In my next post, I'll introduce another table, inspired by the City and Town Obstacles table found in An Echo Resounding. We're almost done with this step!

With Regards,
Flynn

Wednesday, November 14, 2012

Traveller Sandbox: The System Origins Table...

Good Afternoon, All:

Every world is populated for a reason. A few of them are the world of origin, the homeworld, for various alien races. Most published Traveller universes tend to assume that most worlds are settled by other races as part of interstellar expansion, and I personally am a firm believer in that approach. With that in mind, it helps to have some kind of clue as to the origins of the population within a given star system.

With a nod to the City and Town Origins table in An Echo Resounding, I offer the following table for determining System Origins. Please note that it contains what I believe are common Traveller tropes for system origins, based on character creation rules and world generation system elements, but your Traveller Universe may be different from mine regarding those underlying assumptions. If you come across an entry that doesn't seem to fit your needs, please feel free to change it for your own personal setting development.

Table: System Origins
d66System Origin
11Ancient Ruins
12Border Outpost
13Corporate Site
14Criminal Haven
15Defensive System
16Displaced Undesirables
21Ethnocentric Community
22Exiled Nobility
23Exploratory Base-Camp
24Farming Colony
25Government Complex
26Interrupted Trip
31Isolationists
32Land Grant
33Luddites
34Military Conquest
35Mining Colony
36Naval Base
41Outcasts
42Personal Estate
43Philosophic Enclave
44Pirate Base
45Prison Planet
46Prospector's Claim
51Psionic Institute
52Rebels
53Religious Compound
54Research Station
55Shipwreck Survivors
56Stepping Stone
61Technophiles
62Trading Hub
63Training Facility
64Treaty World
65Wildlife Preserve
66Referee's Option (Something Unusual)

Using the table above, I generated three possible System Origins, one each for the three cultural hubs we're using as examples.

For Jengu (2407 A79A89C-B Amber Zone), I generated "Philosophic Enclave". This tells me that the original settlers of this world were united under the auspices of a specific philosophy, as opposed to a religious belief system or ethnic culture. Reviewing the Wikipedia entry on Jengu, I noted that there once existed a secret society called the Jengu cult, which focused on the worship of water spirits, honoring fishing, healing and medicine. Taking some inspiration from that, and removing the religious aspects, I'm struck by the concept of a secret society devoted to fishing, healing and medicine. Considering that Jengu is a water world, the fishing takes care of itself, and I'm left with healing and medicine. Ah hah! The original colonists of Jengu were devotees of a non-traditional philosophy on medicine and healing, belonging to a secret society of healers. Feeling pressure from more traditional medical practices on their world of origin, these settlers came to Jengu to freely practice their medical practices. This gives Jengu a potential for distinctive medical technologies either more or less advanced than others of their tech level. Nice flavor already!

I generated "Psionic Institute" for Koyane (2706 A5699EF-B Amber Zone). Assuming the Traveller norm, psionics is probably ill-regarded by the population of the sector as a whole. The original settlers of this system were psionicists, and they came to establish an institute for the exploration of psionicology in an isolated system far from other cultures. The combined factors of a religious autocracy and a high law level sparks two different lines of creative thought for me: either the psionicists became the state religion, or a religious faction overthrew the psionic regime and maintain a state of martial law to insure that psionics is abolished and remains abolished on Koyane. The Japanese kami Ame-no-Koyane (for whom the system is named) was seen as the patron of the Fujiwara clan on Old Earth. As the Fujiwara clan gained political power by marrying their daughters to emperors, I can see the psionics element remaining very strong in politics during the formative years of the system. In the Azri Drakara sector, the Covenant of Discipline is a psionic religious autocracy, which is why I think that here, I'll put the psionicists out of power. However, now I have the concept of Psionic Freedom Fighters waging their war against the oppressive religious faction in an effort to reclaim their former Empire. Cool! We've got some instant historical background for the Beta Quadrant Campaign, and a twist on the usual Traveller Universe presentation of psionics.

For Sutekh (1707 AADA746-B), I generated "Trading Hub". This is probably the most straight-forward of all three examples. As we noted earlier when considering Sutekh as a cultural center for the setting, its sister-system of Seshat (1907 B69A8A8-9) has a greater population five times the size of Sutekh's, so it is likely where the Seshat Empire originated. Sutekh was settled as a trading connection to other interstellar markets, and promptly blossomed. Numerous corporations came to the world, seeing opportunities to develop under less restrictions than existed on the homeworld. Corporate research and development pushed Sutekh's technology infrastructure ahead, as dealing with a smaller population size made such changes to the infrastructure an easier proposition. As more corporations abandoned Seshat for Sukhet, Seshat fell into a decline. As an aside, since the rules indicate that a Class A starport is necessary for starship construction and repair, I have to decide whether to change Seshat's starport to Class A to reflect its role in this story, or change the story around so that Sutekh has been the center of the empire all along (requiring perhaps a population code change from 7 to 8 and a name change on the Empire, but I'm okay with that, too.) Since we're still in the formative stages here, I think I'll bump the pop code for Sutekh up to an 8 and make it the center of the Empire.

Okay, new story for Sutekh (1707 AADA846-B): Sutekh is the capital world of the Sutekh Empire. The original settlers were primarily corporations and merchants, giving rise to a rapidly developing interstellar trade center. Not a lot of flavor, but then again, not all of the flavor of a world has to come from the System Origins.

Our next secondary step in developing Cultural Hubs for our setting is the system's core function in the campaign setting. That looks like it will require another table to be created, inspired by the City and Town Activities table found in An Echo Resounding. We'll tackle that in my next post!

With Regards,
Flynn

Monday, September 24, 2012

Savage Odyssey Prime: Generic Random Encounter Table Template...

Good Afternoon, My Friends:

In my Savage Odyssey Prime setting, I can foresee that there will be plenty of opportunities for random encounters. Most of the worlds will not be filled with fantasy wildlife, which means that my usual random encounter tables are out. Instead, I feel the need to come up with some non-magical generic ones. For lack of a better option, I think I'll use the following template:

Table: Generic Random Encounter

2d6Encounter
2Local Horror
3Flyer
4Animal
5Animal
6Humanoid
7Humanoid
8Humanoid
9Animal
10Animal
11Vermin
12Special

The entries are defined below:
  • Animal: This entry indicates some specimen of the local wildlife. This could be a group of pack hunters or a single lone predator. It could be a large herbivore, a heard of grazers or a stalking pouncer. This should be a creature common to the area, and found in abundance.
  • Flyer: Almost all areas are accessible to flying creatures. This entry indicates either a single flyer, or a flock of them.
  • Humanoid: This section is a catch-all for any humanoid race. This usually indicates local humans, but on worlds with a diverse set of races or whose native race is not human, this entry covers those possibilities.
  • Local Horror: This option represents the apex predator of the region, the hell beast that destroys parties, the Big Nasty that makes you thankful for having grenades. Here there be dragons, or the local equivalent.
  • Vermin: This entry covers the basic pests, swarms and other noxious, objectionable or disgusting creatures that are difficult to control.
  • Special: This entry allows for the weird, the unusual or the specially prepared encounter. This is the basic "GM Option" result. If the GM has nothing he wants to do with this result, he can always reroll.

With this in hand, I can create a small list of each encounter type for a given location, and have a choice on hand for those times when the party has a random encounter during the course of play. Woohoo!

More Later,
Flynn